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Fate Systems (Core, Accellerated and so on) General! /fasg/

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Useful Links (Let's update this list overtime!):
https://fate-srd.com/

Welcome to the now Reborn Fate Systems General.
This thread is dedicated to all people who want to discuss about this flexible and yet so powerful system.
If you are newfag, feel free to ask questions.
If you are a oldfag, feel free to discuss about your newest modification and/or setting.
Feel also free to share your campain stories as either a DM or Player.

This thread questions are:
>Did you ever felt the need to include another kind of dice/subsystem in your homebrew version of Fate?
>Did you ever feel the need to put other not standard stress types in your campain?
>>
>>53484667
I haven't gotten to play Fate and I guess part of it because I really liked their previous game Pace and Pace seems far more elegant to me since it doesn't use dice like Fate does. But I really, really apreciate how they've made epub versions of Fate and FAE. And I like how they're made a pocket mod version of FAE.
>>
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>12 bucks for a set of snowflake dice to play a bell-curved game when GURPS exists
>playing SJW systems where the devs donate to SJW causes
>playing a game where no character can even die without the player consenting
>ladder is full of nonsensical descriptors like "good" "great" "poor" and "mediocre" so the DM can just bullshit whether they succeed
>game has literal rules for fighting defensively and called shots despite being "narrative"
>massive ass book full of rules bloat
>metacurrency

no thanks
>>
>>53484803
>>12 bucks for a set of snowflake dice to play a bell-curved game when GURPS exists
At the start of the manual is it explained that you can just use a d6 to instead of a Fudge dice without any problem, I guess you have some d6 in your house anon?
>playing SJW systems where the devs donate to SJW causes
>using SJW as a buzzword
>playing a game where no character can even die without the player consenting
That's just not true, if you receive damage and you cannot soak it using stress and conseguences, the enemy can do whatever it wants with you, even killing you and you don't need anybody permission for that.
>ladder is full of nonsensical descriptors like "good" "great" "poor" and "mediocre" so the DM can just bullshit whether they succeed
The words are meaningless per se, they are only for the flavor, the NUMBERS associated to them thou, are the important part, the GM cannot really bullshit anything, the rules about decrees of fail and success are clear, if you fail a test the GM would either make you fail or succeed with a cost, if you succeed, you succeed, if you have several degrees of success your players will have beneficial effects like ANY other game.
>game has literal rules for fighting defensively and called shots despite being "narrative"
So you are criticizing a system that was designed to face every situation for having decent combat rules?
If you want to make it more narrative based you can just remove that thing, but I feel like it's useless, because the combat isn't in any way heavy anyways.
>massive ass book full of rules bloat
Fate Core is about 300 pages, I guess that's standard for a core book of any kind, just think of a book about a generic system, Fate Accellerated is 50, FIFTY Pages. Both games can be set up with only the first 20.
Also calling it a "massive ass book full of rules bloat" is quite laughable by a GURPS player, because GURPS is really know to be a light and not confusing system at all!
Continues.
>>
>>53484803
>Metacurrency
That's just one solution that the book suggests, there are others, also literally nothing stops you from having a basic currency system with actual numbers, in my campain I use it.

>game has literal rules for fighting defensively and called shots despite being "narrative"
I'll also add one thing, there are plenty of games that are "narrative" but also have rules for combat, being narrative doesn't mean that you can improvise everything.
Now get out.
>>
>>53484667
So how's the Dresden Files Accelerated development coming along? Last I saw it has some real promise to walk the line between FAE's super-lite spin and Core's extended framework.
>>
>>53484667
What's the best character aspect you've ever seen?
>>
>>53485521
It's shit
>>
>>53484667
i wish you had spent a few bennies to make your pet rpg not such a fucking pile of shit or to remove the character flaw that makes you like shit games

either way
>>
>>53485109
>That's just one solution that the book suggests, there are others, also literally nothing stops you from having a basic currency system with actual numbers, in my campain I use it.

I think he means Fate points. Some people sperg out really hardcore about such mechanics for... I'm not actually sure why.
>>
>>53485707
Maybe you should have spent some of the points you have currently invested in shitposting on buying off the flaw that compels you to bitch about games you don't like in threads you're not obligated to be a part of.
>>
>>53485682
Yeah, like I'm going to put stock in some anonymous two-word condemnation.
Use your words, anon: WHY is it shit?

This is a discussion board, you shouldn't need people coaxing words outta you.
>>
>>53485863
You're autistic
>>
>>53485590
In a Tech Vs Magic setting one of my players wanted to have a character that was skeptical about Magic, but he was still interested about finding more, and discovering the truth.

Also, he had another aspect called "Living Flame" to indicate his constant need for chance and his hate for stasis, I found it to be quite appealing, sadly he changed his character for another one.
>>
>>53485863
Just ignore the shitposter.

>>53485738
I don't even understand what could be wrong with Fate Points, they are balanced overall, and they reward intelligent role play while also making the story richer.
>>
>>53485985
>I don't even understand what could be wrong with Fate Points
lol you realize that not understanding why normal people hate what you are doing is one of the primary symptoms of autism, right
>>
>>53485985
>I don't even understand what could be wrong with Fate Points, they are balanced overall, and they reward intelligent role play while also making the story richer.

As far as I understand it, they see them (and other forms of benny, action point, edge, whatever) as an immersion breaker. Spending these out of game currency to affect outcomes or change the scene prevents them from being immersed in the game.

I think it's absurd, because you engage with the mechanics constantly in every game. Spending a fate point is no different from marking off damage on your sheet.
>>
>>53485109
>being narrative doesn't mean that you can improvise everything.

No, but FATE had a strong and generic combat system and adding specific combat rules just fucks it up.
>>
>>53486320
>FATE
>strong
>anything
Isn't the word strong literally rape now though? It's toxic masculinity at the very least
>>
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>>53484803
>game has literal rules for fighting defensively and called shots despite being "narrative"
>massive ass book full of rules bloat

These are the important ones. They could have made the entire game a pamphlet like Risus, instead they decided to fuck everything up with needless complexity like 'skill pyramids' and stunts.
>>
>>53486590
Who would want to play that garbage? All the shit you're calling bloat is what makes it a functional game.
>>
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>>53486643
>FATE
>functional game
>>
>>53486655
It functions smoothly. I have no idea what you cretins are bitching about.
>>
>>53486680
Clearly making fun of the retardedly bad game you are desperately defending, tismo.
>>
>>53486590
Again, I don't see what's wrong with the Combat System.
Also you are not obligated to have stunts and not even "skill pyramids" (i guess you are talking about the possibility to actually evolve Your character by improving His stunts)
Stunts just make a character unique while using his skills, but they are not obligatory.
Fate has literary one rule, you can make it as easy or complex as you want it to be while having the game still remaining functional, if you think that's bad then Fate isn't the game For you and you should just go and talk about Your favourite System in its thread.
>>
>>53486680
Just ignore the shitposter anon.
>>
You shouldn't have tried, OP. I like Fate to, but threads here just don't fly. The hate is strong.
>>
>>53484667
One of my players didn't like Mutants and Masterminds much at all, calling it finnicky and unstable. Considering the craziness of her character even when it comes to superhero levels and me just wanting to do it as freeform as I can without a system considering hyperpregnancy elements. What would this game do better? What are some problems that can arise that knowing about could prevent?
>>
>>53486726
Can you be more specific about His/Her character?
>>
>>53486709
Wow, look at him having a autism spasm.
>>
>>53486738
Basically, female human/Crab Kaiju shapeshifter that had biological powers like Microbes that could Damage enemies and Heal Allies at the same time, Summon crabspawn, and was a very heavy as hell tank. So heavy sometimes that she'd become immobile from her summon power.
>>
>>53486830
Jesus fuck that character sounds finicky.
>>
A general for a game lots of people people hate lasts longer than a game which has a few fans but is mostly unknown or ignored. There hasn't been a new Eclipse Phase General in days, or a new Yog Sothoth General for weeks, but I foresee this thread getting at least 100 replies.
>>
>>53486830
So she can
turn into Godzilla,
Make a healing/damaging field.
Summon allies.

Both systems can do this, both are built for wild and crazy.

If you make the crab spawn an Aspect like "Swarm them my brothers!" or "Minions! Get them to safety" they can do a lot of narrative things and be there to spend Fate.

Heal field sounds like a damage ability with a pair of stunts.
Stunt 1 makes all rolls with Crab Power skill into an AOE
Stunt 2 allows it to divide damage between healing and damage.

Shapeshifting is tricky in fate, because it can quickly become overpowered depending on how you do it. As long as each of the players has a power that rivals switching out your character sheet with one of a giant monster, then you shouldn't have any problems.
>>
I massively prefer FAE with tweaked aspects to Fate.

Removes all the bloat, and I can still just add it back if I want.

Also, d6-d6 master race.
>>
>>53486830
That, uh, sounds really simple to do in M&M. 3e, anyway. Costs a good chunk of points, but not actually hard to do.
>>
>>53484667
>>Did you ever felt the need to include another kind of dice/subsystem in your homebrew version of Fate?
No. It's actually kind of hard for me to imagine a situation where I would. I'd be genuinely interested to hear what kinds of things folks have some up with.

>Did you ever feel the need to put other not standard stress types in your campaign?
That I've done. For example, I've had an economic stress track. There aren't a lot of situations where something like that has been necessary, but it's been fun when it's happened.
>>
>>53487271
Well uh, the problem wasn't with the character, but rather the player felt like the game was bad in play. because of how damage and other rolls worked. To be honest it was really mostly my fault.

I like the system still and feel like it was really due to what I did rather than it (player was getting upset that high power level villain was causing trouble she couldn't prevent beforehand and figured she was going to die, so I ended up going overboard helping her by giving her what was essentially a free stun by one of her parent allies using a tremor Affliction to target Dodge, not realizing how badly that'd screw my boss).

But either way, I was wondering if this game would be an actual improvement because she has recommending it to me and she might run a campaign for me someday.
>>
>>53487601
Not the anon you are replying to.

It could work, but superheroing around with characters that weird feels like it'd be very finnicky in Fate. I always felt it's best for pulp heroes... like, intelligent gorilla with cyberarm = ok, DC superhero level of bullshit not as okay (except Batman, who is basically a pulp hero).

I'd give Worlds in Peril a read if I wanted narrative superheroing. The text-only version is up for free.
>>
>>53484667
I use traditional dice in my Fate games all the time. Mostly to fuck with my players' heads.

In running Dresden, I've played with Hunger tracks before, and I'm adding a full-on Sanity track in addition to Mental for a Lovecraftian one (Mental serving as a grab bag, Sanity specifically referring to hallucinations and psychotic breaks).

It's a pretty fun system so of course there'll be anons bitching and complaining about it.
>>
>>53487808
>hey guys I'm a retard and I've imagined playing this snowflake trash that nobody likes because nobody will play with me
You go girl
>>
>>53484667
Since we're playing mostly Deponia, Malmsturm and our own settings we've been using a slightly adapted version of Fate and FAE.

rolepaly >>>> rollplay
>>
>>53487083
I must have missed this response, but this seems like the most helpful!

And the character really only shapeshifts into variations of size and a specific kaiju form's traits, nothing like changing into dozens of different creatures entirely.
>>
>>53484667
I like it, last time my group had a funny adventure with a hippie shaman high on shrooms, a cannibal with spasms and a sex viking.
Fun times!
>>
What are some meta-things a machine goddess boss could do?
Stuff like changing aspects of player characters, filling all consequences with TILT, being immortal (without the players knowing) but instantly losing once four minuses are rolled.
Give me your creativity
>>
>>53488427
>retarded metagame system
>affect it through in game character powers for a "boss fight"
Jesus christ it's an autism singularity. How fucking retarded can you be?
>>
>>53488516
>How fucking retarded can you be?
If it works and the players are having fun, I'd say not at all
>>
>>53488535
>I'd
But since those criteria will never, ever be met, it'll have to remain as something you would do
>>
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Anyone here ever played Spirit of the Century?

I love the setting, I love the stunts, I love the flavor, but I've never got a group together to actually do it with me.
>>
>>53488598
You should try not running such a shitty system and I'm sure you could get people to play with you. Have you tried Dungeons and Dragons, for instance?
>>
>>53486726
Wild Talents my melanin enriched brethren. ORE is a hit or miss system for some people but I like it more then M&M, give that look.
>>
>>53488610
>broken trash that everyone homebrews to fuck anyway
>>
>>53488618
lol sounds like you're jealous and making shit up my dude
>>
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>>53488610
>Calls a system shit, then recommends D&D.
wew lad.
>>
>>53488535
That's the thing though, it doesn't work and your players won't have fun
>>
>>53488636
go to sleep, little shitposter

>>53488598
My favorite SotC stunt is the one where you can "disappear" from play for a few minutes, and then choose to reappear as a flawlessly disguised underling at an opportune moment.
>>
A friend of mine is looking at Dresden Files, and I heard it's based on FATE.
How is it as a system? The guy wants to run it, but he is a rookie GM, and I'd rather he not be overwhelmed.
>>
>>53488655
Well, I heard that there's a bit of a problem with Smarts (or whatever the intelligence equivalent is called) being good for fucking everything, but that's a general problem with FAE aspects being a bit too broad.
>>
>>53488648
>>53488655
>autistic samefagging
>>
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>>53488673
k
>>
>>53488673
Anon, the fuck are you talking about?
>>53488669
Is it a case of it being being applicable to different tasks, or different tasks inherently basing themselves on it?
>>
>>53488724
This just in, shitposting anon is a retard. Color me shocked.
>>
>>53488724
>>53488748
>>53488751
>so autistic you're posting from two devices
well it is a fate thread, so
>>
>>53488748
>Is it a case of it being being applicable to different tasks, or different tasks inherently basing themselves on it?

A bit of column A and a bit of column B. There's even more tasks based on it/brought up as examples than FAE, and, as said, it's already one of the most widely applicable aspect there.

It can be remedisd by being strict with it, and using the "discover" houserule reels in the most abusable elements.
>>
>>53488790
This is the kind of stuff I like to know before diving into a system, I have a particular dislike for "god stats" in games, it's nice it can be mitigated.
Does this mean, in the converse, that physical aspects are worth far less than what the print would have you believe?
>>
>>53488832
I'll go ahead and say that I have not played Dresden Files yet.

From what I heard, yes. Although, FAE aspects make it so that they aren't strictly physical (you can be Forceful in a conversation/social situation), but Smarts kinda overshadows everything.
>>
>>53488832
Dresden Files uses FATE proper, not FAE. So it doesn't use approaches, but a skill system.

DF's bigger problem is that supernatural powers are almost always better than their equivalent stunt would be, granted, the game sort of expects you to be some kind of supernatural character than 'just' a random muggle, but still.
>>
>>53488610
>Have you tried Dungeons and Dragons
kek
>>
>>53488896
Well, I had wagered that you would be some manner of supernatural within the course of the game, unless you were doing some manner of prologue or outlier game.
It's little different from WoD, I've done a number of pregames where the players were mortals brought into a splat. Sin-Eater was hilarious.
>Play a few hours, pc is doing some humdrum shit
>spooky shit starts happening
>runs away, catches a taxi
>gets home safe, breathes a sigh of relief
>goes to kiss wife
>wife shoots him
>shoots herself
>Alright, now your game begins!
>>
Why are Fate threads always such a shitshow?
Why do people using other systems feel so threatened by Fate and FAE?
>>
>>53488969
I think it's basically 1-2 trolls.

They also false flag in the "when did you realize D&D was shit" threads. Any time those are up the trolling frequency increases.

Best to ignore them.
>>
>>53488984
>everyone hates me
>must just be one guy
>better stay the course
>>
>>53488953
The game has its own version of the Prelude though it's far from being the same thing. Everyone is expected to write out a small adventure they previously had, like two to four sentences, then everyone gets some-one else's adventure to "guest star" in and writes in a twist on that. Then it happens again. This means everyone will start as already having had some form of adventure under their belts and knows at least 2 (if not all) other player characters.
>>
>>53488984
Don't ignore them--report them. Global rule 3.
>>
>>53489059
>GLOBAL RULE 3
>STOP TELLING ME OPINIONS I DON'T LIKE THAT ARE OBJECTIVELY TRUE
>>
>>53488984
>I think it's basically 1-2 trolls.
Thought so, but don't these guys have something better to do?
Ok, probably not
>>
>>53489047
So it includes by rote something to skirt the worst part of getting a party together?
Word, that will make things a bit easier, the GM is very familiar with the setting, and I am devouring the books, even if I have my criticisms of them.
>>
>>53489128
It also has the group sit down and make the city together, which removes the worst parts of making the game without a pre-existing setting.
>>
>>53489152
The GM has said something about basing the game in Detroit, so that won't be so much an issue.
I already know my pc is going to be a black Muslim wizard, just to needle the /pol/lack in my game group
>>
>>53489047
>game mechanics to force roleplaying
>in a game where all the rules are terrible "on purpose" to "encourage roleplaying"
lol
>>
>>53489120
You really think an anon that shitposts a Fate thread on 4chan then autisticly screeches "Samefag!" when called out has anything better to do?
It's no. The answer is no.
>>
>>53489193
Even with pre-existing cities, especially with pre-existing cities, the game advises doing that to get players on board, provide plothooks to the GM, and aware of the kind of place they'll be adventuring in without needing infodumps.
>>
>>53489193
Are you specialized in explosion magic, Anon?
>>
>>53489265
>if I keep doing it maybe it will start to seem really legit
lol
>>
>>53489284
That isn't too great of a worry, I think.
Regardless, I think it will be good for the GM to give him inspiration. I know from experience it can be hard to reckon a setting others don't know.
>>53489351
>here we go
I said NOI, not IRA.
>>
>>53489284
>>53489193
Yeah, use it to come up with places within Detroit that you would go, contacts, antagonists, local issues, that sort of thing.

This is more for Fate Core than Dresden Files, but it gives you an idea of how you might want to clarify things.
>>
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>>53489105
>opinions
>objectively true

I don't think you know what "opinion" means

Also, pic related, it's you
>>
>>53488427
anyone? anything?
>>
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>>53489352
I get that you've got the autismos, anon. But you don't need to be this retarded.
>>
>>53489390
>don't recognize any of this
Well, this really is a whole new beast.
>>53489506
Wish I could help, but I know nothing that isn't general game stuff.
>>
>>53489550
Here's the character sheet, aspect sheet, and city creation sheet for DFRPG specifically: http://www.evilhat.com/home/wp-content/uploads/2010/03/City-and-Character-Sheets.pdf
>>
>>53489587
So is there anything else you tell me before I start pouring over this?
Any fuzzy rule spots that can be confusing to a rookie? I heard to Dresden book formatting was fucking awful.
>>
>>53488598
I played it a couple times. Pretty fun.
>>
One very important house rule I would recommend to any GM running Fate is to introduce a fifth action: discover.

Ryan Macklin explains here:

http://ryanmacklin.com/2014/10/fate-the-discover-action/
>If I could go back in time, I would add this to the ruleset.

Without the discover action, it is trivial to break the game through low-risk create an advantage actions under Empathy, Investigate, Lore, and Notice which stockpile free invocations.

>>53488669

For any seeking to run Fate Accelerated, I would strongly advise devising your own list of six approaches. The definitions of the default six approaches are a complete wreck, to the point wherein Clever can apply to nearly anything.
>Clever: A Clever action requires that you think fast, solve problems, or account for complex variables. Finding the weakness in an enemy swordsman’s style. Finding the weak point in a fortress wall. Fixing a computer.
The optimal Fate Accelerated character is an Ozymandias/Amadeus Cho expy who uses Clever for everything.

It gets particularly degenerate in the Dresden Files Accelerated, wherein Clever is renamed "Intellect," and somehow manages to cover even more than before.
>Intellect: Quick thinking, the solving of complex problems, or accounting for numerous variables at once. Examples: Code breaking, outwitting a fae courtier, counting cards in a poker game.
Fae illusions are Intellect-based, because apparently, being intelligent is more important for weaving illusions than being sneaky or guileful. Likewise, the Sight and Soulgaze are both powered by Intellect and defended against with Intellect, because surely such willpower-based activities are simply a matter of being smart and clever.
>>
>>53487121
Approaches can be cheesed so hard, though
It repelled me from FAE, unfortunately
>>
>>53486205
Autism isn't about liking shitty things. Everyone does that. Autism is about being a shitty retarded subhuman who's so shut-in and narcissistic that he thinks everyone else is the subhuman. Like you.
>>
>>53490174
kill yourself porkeye
>>
Attention to all people that, for whatever sad reason, still use the default skill list:

exchange "Notice" for "Survival"
>>
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>>53484667
Fate is fun to homebrew, though doing so does expose a fair few flaws in its design.

I think figuring out what to use and what to throw out is a process every group goes through with every system though.

>Did you ever felt the need to include another kind of dice/subsystem in your homebrew version of Fate?
I like the spend Stress-for-modifiers option

>Did you ever feel the need to put other not standard stress types in your campain?
A Wealth track with really gruelling recovery rules worked out well for my Traveller-esque game.
>pdf related
>>
I'm currently playing in a campaign using Venture City's rules for PC Supers. It's been pretty great, I love the narrative flexibility with how I can use my powers.
>>
>>53486830
You have two options.

You can make the character Skill based, Extra Based or a mix of both (Like I do).

Usually superpowers and magic are in Extras and usually are balanced by having a cooldown.

So you can make something along the lines of this:
Main Aspect
>Failed Genetic Experiment Crab Hybrid.
Problem
>Your nemesis/The people that created you wants you back AT ANY COST
Plus some other aspects about her personality. virtues and vices.
Skills:
>Shapeshifting
>Microbes Control
>Crabspawn Summoning
>Plus other standard/not standard of your choosing.
Suggested Stunts
Crab Restaurant
>Spend a Faith Point, if you use Crabspawn Summoning and succeed you can double the effects of the skill, you cannot move for the turn you use this stunt.
Crostaceus Stance
>Spend a Faith point, if your enemy isn't using a blunt or penetrating weapon, you can half the damage your receive from him for this turn, you cannot move the turn you use this Stunt.
Suggested Extras
Well, here I usually put a description about the power associated with the skill, with all the limitations I can think of.
>Shapeshifting
You can put a turn limit, a cooldown, or something like "Your character gains the aspect slow movement" and cannot use Acrobatics skill for the duration of this power, but he receives bonuses on Physique and other skills.
>Crabspawn Summoning
With this skill you can summon 1 or more crabs per usage, they last X turns and have X stress and 1 conseguence, you can use this skill also to control the crab actions in detail instead of using it for summoning. Cooldown.
And so on.
I hope I helped you.
>>
>>53492324
You authored that PDF?
Seen it on here a lot, and I like what it does.
I actually dig the utilitarian formatting and you do a really nice job summarizing Fate itself.
>>
>>53489377

Maybe you should play a follower of the Egyptian God Isis.
>>
Rollplay's Nebula Jazz is running it for a current campaign and that shit is a whole lot of fun.

I personally want to use it to run a dark fantasy surrounding the concept of deterioration and and corruption.
>>
Are there any PDF-filling software worth using that isn't Adobe? Or a version of the sheet with better form-filling, maybe.

I've edited Fate Character sheets in LibreOffice Draw, which is very customizable and simple enough. I am also aware that Fate Core sheets are primed for penciled-in values that need to be erased, this is just for online games.
>>
>>53498773
You can use the Pdfescape site if you want.
>>
>>53498773
If you play online on roll20 you can ask your GM to put character sheets online.
Or you can download an editable version here:
http://www.evilhat.com/home/wp-content/uploads/2013/04/Fate-Core-Character-Sheet.pdf
>>
>>53496188
I assume Faith Point means Fate Point? But either way, this is even more helpful! When I first looked at the rules, it seemed kind of confusing what does and doesn't work as a stunt or an Aspect.
>>
I am completely new to fate and im already pulling my fucking hair out

are aspects only used when they're invoked? how the fuck are you supposed to have an aspect that makes something Just Work, like I can read minds great you get +2 to a roll to determine someone's intent

and dont even get me started on fights with insta-win conditions and powers that can instantly end a fight

ree i just want to enjoy the system
>>
>>53500489
Oh God, I didn't notice that I made such a typo.
Yes, I was talking about Fate Points.

Aspects describe what your character is, you can use Fate Points to invoke them in different ways.
Example:
>You have an aspect called "Veteran of the Lor War"
>You are in a tavern, you decide to spend one Fate Point to invoke that aspect and say "I recognise one person in tha tavern, he is one of my ex army buddies, he's sitting there alone in the shadow, drinking".
If your GM says that's ok, then it's settled, and you have created a new piece of story.

Another example:
>You have to escape from The Beast, a monstrous creature of unknown origin
>You have an aspect named "I started jogging to know that girl in the park"
>You decide to spend one Fate Point, the masters decide that it fits for the situation, so you get a bonus for this test.
Stunts are associated with SKILLS, they are there to make skills more different.
>there is this medieval knight, and then there is this samurai
>they are both swordsmen, but their styles are completely different
>Stunts are there to quantify this difference.

>>53500525
>are aspects only used when they're invoked? how the fuck are you supposed to have an aspect that makes something Just Work, like I can read minds great you get +2 to a roll to determine someone's intent
That's a DnD kind of approach. If you have mind reading powers you have two options, using Extras, or use Skills like "Telepathy" and roll for it or a mix of the two, like I suggested in here:
>>53496188

>and dont even get me started on fights with insta-win conditions and powers that can instantly end a fight
I don't understand what you mean, there are no insta-win conditions in Fate, except your GM just concede to one player the power to destroy the world, then you just have to change group, like always.
>>
>>53500525
>are aspects only used when they're invoked?
The important thing to note is that regardless of whether it belongs to an object, character, scene, or the campaign itself, that aspects are true; they're part of how everybody understands what's in a scene and what they can interact with and how. They should be part of the narrative even if they're not actively adding numbers to anything.

It might be helpful to check out aspects in the System Toolkit too, to give you a bigger picture of how they can plug into things and be represented in mechanics. I found it hard to wrap my head around it at first too, but seeing more examples of them (and running a short, disastrous campaign) helped a lot.
>>
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>>53500831
Here's an example of an insta-win condition, since FATE is good for gay-ass chinese cartoons.

Naturo has a fight scene between two ninjas. They're in an arena. One has a dumb giant fan and she uses it to make wind and attack, the other can stretch his shadow out and take control of a person by touching their shadow with his - he can use naturally-occuring shadows to lengthen his reach.

The fight is fairly long and consists almost entirely of lots of one side making an attack and being rebuffed and vice versa, while both are fighting over positioning and the like (fanlady drawing lines in the dirt to mark his maximum reach, shadowdude trying to force her to stand near a long shadow). There's basically 0 blows exchanged through the fight.

Then just as fanlady thinks she's got a working plan, shadowdude's shadow is revealed to have stretched underground through a hole that was made earlier and snagged her shadow from behind and he wins.

I cannot FOR THE LIFE OF ME figure out how the fuck you're supposed to have cool fights like this in fate.
>>
>>53500999
Not them, but I think jockying for positioning and probing each other's abilities would be instances of Create an Advantage and Overcome to neutralize their opponent's actions, with the final shadow trick being an invocation of a scene aspect that would have been made earlier.
A good roll combined with a couple free invocations plus a Fate point invocation, and a bad defense roll, I can see that coming down in one fell swoop.

Important thing to note: by taking physical consequences you probably *could* still keep fighting, but then you have to contend with those non-trivial hurts for a WHILE. Sometimes it's better to take the loss because you'll be less hurt in the long run.
Also, it makes for a better story! Better to go out in a cool way than to soak it up and then go down with a 'wow, it's nothing' jab.
>>
>>53500999
It could be done with a few changes to numbers, really.
You reduce the concept of winning to a singular very rare/difficult event (a small Consequence slot, maybe) one that needs a bunch of invokes/attacks to really reach.
The characters would have either:
* Metric shit-tons of Stress
* Very high defense ratings (whereas the attack/create advantages would be comparatively low)
Hell, the rounds spent "rebuffing" could be protective Aspects. This is rather redundant given how the Full Defense action works but it would be more dynamic. You see someone "charging up" with advantages? Get your own defense aspect ready!
An idea, at least.
>>
>>53500999
Nice Trips.
Also, I know the scene, but thanks for explaining what you mean.
If you want to play a Shikamaru-kind of character. that's actually easy in concept, you just need to find the right setting and GM that would allow you to play it, I would search for a GM that wants to run a Naruto themed game.

Your character would have a skill named "Shadow Manipulation", that will be your main tool to achieve this.

With this skill you can even modify the shadows for other means, like faking to be a huge guy coming out a dark alley.

You have now a Stunt that makes you able to anchor to one person using one Fate point by using a "Create an Advantage" action, the target will have to roll on Acrobatics to avoid it and/or resist by using a Will roll for that turn.

This will create a Contest (For more infos on type of actions click here: https://fate-srd.com/fate-core/challenges-contests-conflicts)

The players in a Contest actually compete, but without harming each other, by constant exchanges between one and the other.
>>
>>53501654
That's a pretty damn good idea if you're avoiding real damage/outcome until "the end", which... could be stretched above the normal "3 victories" rule to give the fight less brevity
>>
>>53501767
A contest can be about a player having a "lethal" approach against another having a no lethal approach.

For example in the Naruto example, Temari was trying to harm Shikamaru, Shikamaru instead tried to just catch her.

The 3 "victories" rule doesn't necessarily apply, if you tie you need to continue anyways, and if you do more successes you can end with way more than 3.
>>
>>53500999
I'm a real newb, but this fight looks like shadow guy having decent defense and creating aspects, like >>53501614 was saying.

Fan lady is doing nothing but attack actions and either rolling badly or Shadow guy is rolling well on defense. Shadow guy notices a situational aspect, "Yo, I'm a hole over here," behind her, but GM says, hey, you have to do a thing to use it.

Next round, Shadow Lady attacks and still doesn't put guy down. Guy thinks and says, hey GM, Lady's creating tracks in the dirt which could be leaving shadows that I could use to reach that hole, I want to create an advantage. Guy rolls really well, 3 over target and gets two free invocations of, "Sneakin through shadow tracks n shit."

Third round, let's say Lady rolls really well on her attack and earns a boost for her next attack. But Guy's turn comes up and he spends a fate point to invoke his aspect, "I'm a motherfuckin Shadow Guy," for a +2, he get's to stack his free invocations from, "Sneakin through shadow tracks n shit," for +4 and another fate point to invoke, "Yo, I'm a hole over here," for another +2, giving him a total of +8 to his roll on top of his bonus from his attack skill or approach.
>>
>>53500999
I've always hated Shikimaru, because the whole thing is supposed to be that he's super smart and clever and can come up with brilliant plans, but it basically just boils down to him dicking around when he's got one of the most broken abilities in the setting.
>>
>>53503728
>>53503310
Oh, that's another good point too: she's trying to do, probably 6 points of stress damage total while he only needs 2 steps of success to apply a grappled condition.
>>
Has anyone made weapon inventory that isn't just "Weapon:2", or whatever? My goal is to make all weapons have advantages and disadvantages--for balance, and for the sake of mirroring Fate's dice/shift distibution philosophy of "ups and downs".

Aspects, obviously, can do what they will for anything but I'm curious if anon has managed to make Fate Core into something more "gamey".
>>
>>53505701
I'm actually becoming mad by trying to create a random combat magic system to be used by one particular weapon of one of the PCs.

Aspects works fine, give them random properties like "Blunt Damage" "Cut Damage" "Fire Damage", "Heavy", so they can just use the good ones with invocations and you can tempt players so you can make use of the bad ones, or you can just make them costantly present like some Situational Aspect.

You can just make them give them damage modificator and armor ratings, but then, there will be an entire discussion about powercreep, if they are really necessary at that point or not if you just need to add more numbers, but in my opinion a couple more of numbers will not hurt.
>>
>>53505880
Hmm. "Random" magic could be interesting if there's a table and a separate die for controlling the magic type and the potential stunts for each.

However, in my case, the idea is that power creep wouldn't exist--you always downgrade/upgrade something by exchanging weaponry. There are Aspects one can place on a weapon, though these are just temporary since they're being consumed upon invoke.
Like a character, each weapon type gets its own mixture of Stunts. Could be fun using cards to allow for quick reference.
>>
>>53484667
How freely do you guys create your adventures or campaigns?
Do you think 'everything' through beforehand,
do you only think of the cornerstones and the most important characters
or are you doing everything on the fly?

I fear I'm preparing too much and take a lot out of the player's hands, how do I fix that?
>>
Newbie here. Something I haven't been able to determine from the books: is it the attacker or the recipient who decides the effect of Consequences?
>>
>>53509367
The person taking the consequence.
>>
>>53509367
The person taking the Consequence decides the nature of it, but it has to be reasonable to the level of Consequence, but the attacker gets a free invocation of that Consequence because they technically "created" it even if the recipient gets to write it.
>>
brump
>>
>>53497565
I think you actually irl don't know what you are talking about.
Hint: you are making the wrong set of jokes, dummy.
>>
>>53488598
Played a short campaign this winter. Personally I loved it, but that may be in large part due to a stellar group of players who all are experienced GMs in their own right. There was an absolutely rediculous amount of great compels, both between players and from our GM.
Kinda made me want to introduce the aspect system in all my future campaigns, but I know it wouldn't work unless the entire group is both creative and dedicated more to telling a great story than "winning" the game.
>>
>>53514237
>the entire group is both creative and dedicated more to telling a great story than "winning" the game.
So literally less than 0.1% of /tg/?
>>
>>53516819
Fate purpose is to actually create a nice story for everyone where every single player has his opportunity to take the "spotlight" so it's not that weird.

>>53514237
That's really nice anon, try it and tell us the results.
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